Compatibility
Minecraft: Java Edition
Platforms
Supported environments
Tags
Creators
Details
An add-on for Sable Player Ragdolls that turns ragdoll mode into a real physical state with consequences.
Everything below is on by default and can be turned off or tuned in the config. Server settings live in the SERVER config; view and rendering settings live in the CLIENT config.
Falling off tilted sub-levels
Stand on a Sable sub-level that tilts past a threshold and your player drops into ragdoll.
- The mod raycasts down through the sub-level to find the face actually under your feet, so a deck spun so a former wall is now the floor reads as flat, and a steep deck reads as steep.
- Standing still raises the angle you can take before falling. Sprinting lowers it.
- After any ragdoll ends there is a short grace period before the tilt trigger can throw you again, so you get a moment to scramble clear of a still-tilted floor.
Config group: ragdoll (ragdollAngle, standingStillAngleBonus, sprintingAngleReduction).
Tilted view and entity rendering
- Your first-person view (and your aim) tilts to line up with the surface you are standing on, with configurable smoothing.
- Other entities render aligned to the surface normal of the sub-level they stand on.
Config group: rendering (viewTilted, entitiesTilted, smoothSpeed).
Active balance
While a conscious ragdolled player has their feet near the ground, the body fights to stay standing the way a Euphoria-style physics character would.
- Legs step to catch the fall and stagger toward the capture point.
- The torso is righted by tunable "core muscles", the head is held level, and the arms windmill harder the more unstable the body is.
- Leg support only pushes while a foot is actually touching ground, so it can never levitate a fallen body, and all of it is bounded so it cannot blow the light ragdoll parts apart.
- On a tilted sub-level the deck is treated as the floor: the body stands perpendicular to it and resists sliding, up to a configurable tilt, then gives up and tumbles down the slope past a second configurable tilt.
- A body that stays stably standing gets back up on its own.
Config group: balance.
Limb flailing
A conscious ragdolled player's arms and legs whip around while airborne, from a fall or an explosion launch. Unconscious players stay limp. Pure visual juice.
Config group: flail.
Knockback
Hitting an active ragdoll shoves it and can tip it off its feet.
- The blow pushes the body the way the swing went and topples the whole linked body about its support, plus a small linear kick, plus an extra kick on the limb that was struck.
- Optionally scales with the damage dealt, so a heavy weapon knocks harder than a fist.
- Reacts to the ragdolled player taking damage rather than to a specific attack event, so it works with vanilla melee and with combat overhauls alike, with no hard dependency.
Config group: knockback.
Hurt proxy
A ragdolled player's own entity is deliberately un-hittable by design, and combat mods that find targets by scanning for entities cannot touch it. This add-on puts an invisible stand-in hitbox on every active ragdoll. This is made with specifically BetterCombat in mind, but also allows mobs to attack ragdolled players.
- Weapon mods hit the hitbox, and the damage passes straight to the real player. PVP rules, armor, and immunity frames all still apply.
- Mobs that target a ragdolled player are sent to where the body actually lies so they can land a blow, and pursuit is handed back the instant you stand up.
Config group: hurtProxy.
Attacking while ragdolled
Off by default, a ragdolled player cannot attack. Both the server-side damage and the client-side animation and sound are blocked, so a combat overhaul does not play a full sword combo from a body on the floor. Left-click mining is blocked too. Being hit, grabbing, and dragging still work. Again, this was all made with BetterCombat in mind.
Config option: attackWhileRagdolled.
Recovery gate
Every way out of ragdoll mode is its own toggle and set of tunables. While the gate is on, the ragdoll mod's own expiry timers are suppressed.
- Auto stand-up: a stably standing body ends the ragdoll and pops you back up. Configurable tilt, speed, and spin limits and a hold time. For tilt-triggered ragdolls, the floor must have leveled back out first.
- Manual dismount: sneak to get up once configurable posture, speed, and spin criteria hold. Submerging in water dismounts immediately.
- Failsafe: a player locked in ragdoll too long is force-released regardless of stability, so nobody softlocks.
- View on exit: your view snaps to where the head was actually aiming rather than the free-look camera direction.
Config group: recovery (with standUp, manualDismount, and failsafe sub-groups).
Offline ragdolls
When a player logs out, their body stays in the world as an unconscious ragdoll wearing their skin and gear.
- Right-click the body to open its inventory. Shift to grab everything.
- Curios slots are looted too when Curios is present.
- When the player logs back in they return to the body with whatever inventory is left. Their live data is untouched until then, so a crash cannot lose anything.
- Turning the feature off stops new offline bodies from being made. Existing ones are still returned to their owner on login.
Config option: offlineRagdollEnabled.
Unconsciousness and knockouts
A blow that would kill a player, but is small relative to their maximum health, knocks them out cold instead of killing them.
- They stay alive as a limp unconscious ragdoll on low health, one hit from death.
- A player who is already unconscious always dies for real, so finishing someone off works.
/killand the void always kill too. - Knocked-out players wake on their own after a timer, or sooner if someone heals them past a health fraction.
- Being out cold gives Blindness so it reads from the inside.
- Other players can shift-right-click an unconscious body to go through its inventory (both ways), and right-click it holding any food, potion, or consumable to force-feed it. The fed item runs through the victim's own use pipeline so every effect still applies, and the feeder pays the cost and gets any leftover container back.
- This applies to any unconscious player who is still online. Offline bodies use the offline-ragdoll handling above.
Config group: unconscious.
Death corpses
When a player actually dies, their body is left as a ragdoll holding everything that would have dropped, including Curios and Accessories items.
- Shift-right-click the corpse to take your items back. You can take from a corpse but never add to it.
- A corpse is only made for a real death, never for a knockout.
- Striking a corpse shoves it, and after a configurable number of hits it breaks and scatters its remaining items.
- By default no corpse spawns when nothing dropped, so keepInventory does not litter the world with empty bodies.
- Remove any other corpse mod so bodies are not spawned twice.
Config group: deathCorpse.
Admin commands
/offbalance (permission level 2):
| Command | Effect |
|---|---|
unconscious <targets> [true|false] |
Mark players unconscious or conscious, or query their state |
knockout <targets> |
Put players out cold where they stand |
ragdoll <targets> |
Force players into ragdoll where they stand |
getup <targets> |
Force-release active ragdolls, bypassing the stability gate |
Example Videos
If you are building a modpack
you might be interested in some of my other mods for modpacks: AttributeSetter RPGDamageOverhaul FoodAttributes
Or Claims n Raids for servers/smp!


